Textures: Beyond the Basics


Overview

With the information in this second texture module, you will have all the skills you need to become a very good texture artist. The added tips in this module will let you add new textures to your collection and use them with magnificent effect!

Terms

Flicker: A visual effect that occurs when textures on two touching prims seem to compete for the same visual space (not to be confused with Flickr, the photo hosting and sharing service).
Upload: To import a file (image, sound or animation) from your computer into Second Life.
Lag: A slow down in performance.

Learning Objectives
By the end of this module, you will have the following skills:
  • Adjusting textures so they don't clash (i.e., flicker)
  • Making an object look shiny or bumpy
  • Adding shadows and light effects to objects
  • Copying an image from your computer into Second Life to be used as a texture.

You will demonstrate your new skills by:
  • Fixing textures on two prims so that the textures look seamless
  • Making objects that look shiny and bumpy
  • Making a shadow for an object
  • Making an object that glows in the dark
  • Uploading a texture image from your computer and putting it on a prim.

Fixing Flicker


Textures: Beyond the Basics - Mission 1

Great texture artists are picky about the details. Have you ever noticed something that looks like a flicker or dotted line between two adjoining prims? Distracting, isn't it?

Instruction

Texture flicker happens when two adjacent textures are competing visually on your computer screen. Depending on the angle from which you are viewing your object, one prim or another will seem to win. It's very easy to fix, and one mark of careful texturing!

Practice

Two Adjoining Wall Prims.
Two Adjoining Wall Prims.

Two Adjoining Wall Prims.
Step 1. Create two adjoining prims
Rez a cube, stretch it into the shape of a wall and texture it. Duplicate that prim and position the duplicate so it's touching the first prim, as if you are building a wall, one prim at a time. At this point, you may or may not actually see some texture flicker. You just never know when it will occur. For the sake of this mission, let's presume you do.
Fixing the flicker.
Fixing the flicker.

Fixing the flicker.
Step 2. Fixing the flicker
If you use the Object tab of the Edit window to look at the position of your two prims, you will most likely see that they are lined up exactly. To get rid of flicker, just move one of the sections very slightly. You can change the measurement by as little as 0.002. It won't really change how your build looks - but it will get rid of that annoying flicker!

Change the alignment of one of the prims you created just slightly. Look at it from different angles to see if you solved the flicker problem.

You may have noticed flicker on some of your early creations. If you have time, go back and use your new knowledge to fix those flicker problems.

Shiny and Bumpy


Textures: Beyond the Basics - Mission 2

How can you make a castle wall look rugged or a gleaming statue look shiny?

Instruction

In addition to choosing just the right texture for the object you are building, you can also control how Shiny and Bumpy it appears. Adding these features to your object will add to its realism and make it really pop! (However, the ability to see these features will depend on the viewing preferences of each individual viewer. Computers with less powerful graphics cards may not have Shininess and Bumpiness active.)

Practice

Shininess and Bumpiness.
Shininess and Bumpiness.

Shininess and Bumpiness.
Step 1. Shininess and bumpiness
The drop down menus for Shininess and Bumpiness are just below the Texture and Color pickers in the Texture tab. You will also see a drop down menu: Mapping. Most texturing is done with Mapping in the default setting.

Step 2. Shininess
The Shininess drop down menu offers levels of shininess: None, Low, Medium, and High.

Experimenting with Shininess on cones.
Experimenting with Shininess on cones.

Experimenting with Shininess on cones.
Rez a prim. Texture it and duplicate it. Set one of the prims to Shininess and compare. These cones have a blank texture, a purple tint and different levels of Shininess.

Step 3. Bumpiness
The Bumpiness drop down menu offers several bumpy textures to use in addition to the texture you choose.

Experimenting with Bumpiness on Prims.
Experimenting with Bumpiness on Prims.

Experimenting with Bumpiness on Prims.
Rez a prim. Texture it if you wish and duplicate it a few times. Set each prim to a different bumpy texture and compare. Even the common plywood texture looks quite different with different bumpy textures on top of it!

Can any of your early creations benefit from a shiny or bumpy touch? Go add them now!

Light and Shadow


Textures: Beyond the Basics - Mission 3

In real life, objects have shadows and can be lit up from the sun - or from within! You can add a layer of depth to your objects by using shadows and light in amazing ways.

Instruction

You have already learned how to tint faces of prims to show shadows and light. The inside of a cut prim might be tinted darker. The top face of a step might be lighter. Although there are some sophisticated ways to add shadows and light, you can easily add a basic shadow or even make something glow.

Practice


Step 1. A basic shadow
To add a basic shadow, you can make a prim the same shape as your object, flatten it, tint it and position it under your object.

Rez a Beach Ball from Inventory.
Rez a Beach Ball from Inventory.

Rez a Beach Ball from Inventory.
Rez the Beach Ball from your default Library Inventory.
Inventory > Library > Objects > Beach Ball

Rez a cylinder and tint it with black or a very dark grey. Set the transparency to 90%. Now, use Select Texture to select the top face of the cylinder and set the transparency back to around 50%. Use the Stretch feature to squish the cylinder flat. Now, you have a shadow. Position the shadow under the Beach Ball. Adjust the size and transparency to fit the scene.
Adding Light feature.
Adding Light feature.

Adding Light feature.
Step 2. Adding light
More sophisticated lighting features are covered in the building modules; however, you can make a prim light up using the Full Bright feature in the Texture tab. This is especially useful if you have an object you want people to see no matter what time of day or night they view it.

Experimenting with the Full Bright feature.
Experimenting with the Full Bright feature.

Experimenting with the Full Bright feature.
Rez a prim. Texture it as you wish and duplicate it. Now, select the second prim and check the Full Bright feature in the Texture tab. That's all there is to it!

How can your creations benefit from shadows or Full Bright? Take a minute to add those features now.

Finding and Uploading a Texture


Textures: Beyond the Basics - Mission 4

What if you could use a pattern or image you have on your own computer to texture an object? You can.

Instruction

Second Life has the ability to upload - or copy - images from your own computer to be used as textures for objects, avatars and clothing. Even if you don't have any special imaging software on your computer, you can still upload photos you take or Internet images you have permission to use.

Practice


Purchasing Lindens using this button.
Purchasing Lindens using this button.

Purchasing Lindens using this button.
Step 1. Funding an upload
Second Life charges a very small fee to upload a file, such as an image. You will need ten Lindens (L$10) to upload one image.

Make sure you have some Lindens in your account by checking the top right corner of your screen.

Step 2. Identifying an image
You can upload images that are in a JPEG (JPG) or TIFF format. You cannot upload GIFs. Usually, valid images will have .jpg or .tiff at the end of their file names. A responsible builder also considers copyright laws before importing an image to be used as a texture in a build. Was your image created by someone else? Do you have permission to use it?

On your own personal computer, find an image that you would like to import. Make sure you have permission to import it and that it is in a JPEG or TIFF format.
Upload an Image.
Upload an Image.

Upload an Image.

Preview Image.
Preview Image.

Preview Image.
Step 3. Uploading an image
Under File, choose Upload Image. You will be able to search through your computer's folders and files to the image you want. In the Upload Preview window that opens, you will see the image you selected. You can rename it at this time. Choose the Upload button to continue or Cancel if you've changed your mind. Once your image is uploaded you will see it open on your screen as a texture. You can drag your new texture right onto an object or find it in your My Inventory later.
Upload your Image.
Upload your Image.

Upload your Image.

Uploaded Image.
Uploaded Image.

Uploaded Image.
Upload an image using the Upload File feature (File > Upload Image). Make sure you rename the file in the Upload Preview window. Rez a prim and drag your new texture onto it. Pretty great!

In addition to using your own images as textures, you can often find free textures on the web. Also, you can use a digital camera to take photos of great textures you see - like a great stone wall, a mossy rock or a piece of old paper. And if you are skilled using an image editor, such as Photoshop, you can make great textures.

Do you have another image you would like to upload? Take a minute and do that now.

Using Textures Wisely and Well


Textures: Beyond the Basics - Mission 5

If you put into practice everything you've learned so far about texturing, you will be known for making excellent objects. However, there are just a couple more things you should know to use textures like a pro.

Instruction

The number and size of textures you use to texture an object can affect the amount of lag someone experiences. Lag is a slow down in performance. You might find that your avatar isn't responding as quickly as usual or that everything just seems sluggish.

There are many reasons for lag. One is the number of textures being used in a sim: the more textures, the more lag. Another reason for lag is the size of the textures being used. Using textures that are as small as possible can make everything come into focus much more quickly and lessen the lag.

Practice

Finding the size of a texture.
Finding the size of a texture.

Finding the size of a texture.
Step 1. Finding the size of a texture
When you double-click on any texture in your Inventory, a Texture Preview window will open. At the bottom left is the size of the texture. The larger the numbers, the greater the size of the texture.

In your default Library, double-click on the following textures and notice their sizes:
Inventory > Library > Snapshots > Nice Sunset 06 Textures > Fabric > TieDye Textures > Terrain Textures > Terrain Textures-Default Set > Default Set-Base Grass

Tip: Choosing smaller textures for most of your build will make it come into focus faster and lessen lag. Save the largest textures for when you need a lot of detail. For most projects, you can use textures that are 256 x 256 or even 128 x 128.

Note: If you are handy with Photoshop or another image editor, resize your images before you import them! Using a texture that is 256 x 256 will be faster than using one that is 512 x 512.

Step 2. Looking at the number of textures in a build
If you think before you texture, you can reduce the number of textures you use in a build. Ask yourself:
  • Can I use repeat, offset, rotation or tint to make the different faces look unique?
  • What about using shininess or bumpiness to vary a look?
  • Is there a specific part of a texture I can use to make a prim look different from other prims in my object?

Tip: If you are doing a big build as a group, decide together on the textures you will use. Using fewer textures will really make a large build appear f-a-s-t!

You now know more than most people do about texturing! Good job! Just practice what you've learned and you will create objects that people love to look at.

Using everything you know about texturing, create a display or exhibit on a global issue that is important to you. What do you want people to be more aware of?

If you import images to use as textures, make sure you seek permission if necessary.

You can even take snapshots in world to use as textures!

Will your display be a series of signs? A structure? Use your imagination and share the results with your supervisor.

Continue to Chapter 8 - Building: Power Building